#!/usr/bin/env bash # Builds the native engine's models ([Engine] in d4r.ini) on this machine, from the NVIDIA DLLs install.sh put in # the d4r folder. Shipped as d4r/tools/build-engine-models.sh; install.sh runs it. # # usage: bash d4r/tools/build-engine-models.sh [--rr-only | --sr-only] [--exact] [D4R_FOLDER] # bash d4r/tools/build-engine-models.sh --find-proton prints the GE-Proton it would use (or nothing) # Ray Reconstruction engine/rr-d, rr-e, rr-f from d4r/nvngx_dlssd.dll 310.9.1 alone (about half a minute) # Super Resolution engine/k, k-ldr, m, m-ldr, l, l-ldr, e, f # NVIDIA's DLSS keeps these weights packed in nvngx_dlss.dll; they are read where NGX unpacks # them: the bundled D3D12 test app renders one frame per model through this d4r folder under # GE-Proton, and the uploads are saved (a minute or two each; the first run also compiles # DLSS's kernels and creates a temporary Proton prefix) # Needs python3 with numpy, and for Super Resolution a GE-Proton (D4R_PROTON=/path/to/GE-Proton11-3 to choose one). # The models are the fastest builds (this GPU's own arithmetic; engine/README.md). --exact builds NVIDIA's roundings # instead: bit-identical to the CUDA path, about 20% slower (K is the same either way). # Everything written is derived from NVIDIA's DLLs: it stays in this folder and must not be redistributed. set -euo pipefail fail() { printf 'build-engine-models: %s\n' "$*" >&2; exit 1; } DO_RR=1 DO_SR=1 FIND_PROTON=0 while [[ $# -gt 0 ]]; do case "$1" in --rr-only) DO_SR=0; shift ;; --sr-only) DO_RR=0; shift ;; --exact) export D4R_RR_RELAXED=0 M_EXACT=1; shift ;; --find-proton) FIND_PROTON=1; shift ;; -h|--help) sed -n '2,19p' "${BASH_SOURCE[0]}" | sed 's/^# \{0,1\}//'; exit 0 ;; *) break ;; esac done find_proton() { # a GE-Proton: D4R_PROTON, else GE-Proton11-3 (the tested one), else the newest stock GE-Proton11-N in Steam's # compatibility tools. Renamed or rebuilt variants (2026-10-14: one with a suffix after the version number) can # fail NGX's CUDA initialisation, so they are only used when named. PROTON="${D4R_PROTON:-}" if [[ -z "$PROTON" ]]; then best=-1 for d in "$HOME/.local/share/Steam" "$HOME/.steam/root" "$HOME/.steam/steam" \ "$HOME/.var/app/com.valvesoftware.Steam/data/Steam"; do for p in "$d"/compatibilitytools.d/GE-Proton11-*; do n="${p##*/GE-Proton11-}" [[ -x "$p/proton" && "$n" =~ ^[0-9]+$ ]] || continue if [[ "$n" == 3 ]]; then best=1000; PROTON="$p"; elif (( n > best )); then best=$n; PROTON="$p"; fi done done fi } if (( FIND_PROTON )); then find_proton; [[ -z "$PROTON" ]] || printf '%s\n' "$PROTON"; exit 0; fi TOOLS="$(cd -- "$(dirname -- "${BASH_SOURCE[0]}")" && pwd)" KIT="$TOOLS/models" RUNTIME="$(cd -- "${1:-$TOOLS/..}" && pwd)" [[ -f "$RUNTIME/d4r.ini" && -d "$KIT/engine" ]] || fail "no d4r folder with the model tools at $RUNTIME" GAME="$(dirname -- "$RUNTIME")" DLSSD_SHA256=4bc7ea5fcb2f32cf86bc2cb072e8d2860914a0be511cbdcb2fc206c1d9d83b80 # nvngx_dlssd.dll 310.9.1 DLSS_SHA256=be6e434a94ca32499515eb62ca0e6c274526055d568d0426e4c652dcdfb6ee6e # nvngx_dlss.dll 310.7.0 command -v python3 > /dev/null || fail 'python3 is missing (install Python 3)' python3 -c 'import numpy' 2> /dev/null || fail 'numpy is missing (install python-numpy / python3-numpy)' export PATH="$KIT/bin:$PATH" # the bundled glslangValidator glslangValidator --version > /dev/null 2>&1 || fail "glslangValidator ($KIT/bin) does not run on this system" sha() { sha256sum -- "$1" | cut -d' ' -f1; } WORK="$(mktemp -d "${TMPDIR:-/tmp}/d4r-models.XXXXXX")" trap 'rm -rf -- "$WORK"' EXIT trap 'exit 130' INT trap 'exit 143' TERM # replace RUNTIME/engine/NAME with the files of a built model that the runtime reads (a rename: safe while a game runs) place() { # place NAME DIR FILE... local name=$1 src=$2 dst="$RUNTIME/engine/$1" f shift 2 mkdir -p "$RUNTIME/engine" "$WORK/place/$name" for f in "$@"; do cp -- "$src/$f" "$WORK/place/$name/"; done rm -rf -- "$dst.new"; mv -- "$WORK/place/$name" "$dst.new" rm -rf -- "$dst.old"; [[ ! -e "$dst" ]] || mv -- "$dst" "$dst.old" mv -- "$dst.new" "$dst"; rm -rf -- "$dst.old" printf ' engine/%s (%s files)\n' "$name" "$(ls "$dst" | wc -l)" } model_files() { # rr.txt and the files it names, for model directory $1 echo rr.txt awk '$1 == "stage" { print $3; if ($5 != "-") print $5; if ($6 ~ /\.args$/) print $6 } $1 == "template" { print $3 }' "$1/rr.txt" | sort -u } run() { # run LOG COMMAND...: the command's output in WORK/LOG, shown when it fails local log="$WORK/$1"; shift "$@" > "$log" 2>&1 || { tail -n 20 "$log" >&2; fail "failed: $(basename -- "$2") (log above)"; } } if (( DO_RR )); then DLL="$RUNTIME/nvngx_dlssd.dll" [[ -f "$DLL" && "$(sha "$DLL")" == "$DLSSD_SHA256" ]] || fail "Ray Reconstruction models need nvngx_dlssd.dll 310.9.1 in $RUNTIME (run install.sh)" echo 'Building the Ray Reconstruction models (presets D, E and F) from nvngx_dlssd.dll...' for p in D E; do l=$(tr DE de <<< "$p") bash "$KIT/engine/rr/build_native_model.sh" --dll "$DLL" "$p" "$WORK/rr-$l" > "$WORK/rr-$l.log" 2>&1 || { tail -n 20 "$WORK/rr-$l.log" >&2; fail "preset $p model failed"; } place "rr-$l" "$WORK/rr-$l" $(model_files "$WORK/rr-$l") exposure_rr0.spv exposure_rr1.spv done run ptx-f.log python3 "$KIT/kernels/tools/extract_dlss_ptx.py" "$DLL" "$WORK/ptx-f" run rr-f.log python3 "$KIT/engine/compile_rr2.py" --dll "$DLL" "$WORK/rr-f" --ptx-dir "$WORK/ptx-f" place rr-f "$WORK/rr-f" $(model_files "$WORK/rr-f") enc0-aux.bin exposure_f0.spv exposure_f1.spv fi if (( DO_SR )); then DLL="$RUNTIME/nvngx_dlss.dll" [[ -f "$DLL" && "$(sha "$DLL")" == "$DLSS_SHA256" ]] || fail "Super Resolution models need nvngx_dlss.dll 310.7.0 in $RUNTIME (run install.sh)" [[ -f "$RUNTIME/ngx/_nvngx.dll" ]] || fail "missing $RUNTIME/ngx/_nvngx.dll (run install.sh)" find_proton [[ -n "$PROTON" && -x "$PROTON/proton" ]] || fail 'no GE-Proton found: set D4R_PROTON=/path/to/GE-Proton11-3 (the folder holding the proton script)' STEAM_ROOT="$(dirname -- "$(dirname -- "$PROTON")")" [[ -d "$STEAM_ROOT/steamapps" || ! -d "$HOME/.local/share/Steam" ]] || STEAM_ROOT="$HOME/.local/share/Steam" # the test app beside the D3D12 pair the game uses (proxy release: the game folder; ASI release: the d4r folder) APP="$WORK/app"; mkdir -p "$APP" cp -- "$KIT/bin/d3d12_dlss_harness.exe" "$APP/" if [[ -f "$RUNTIME/d4r12core.dll" ]]; then cp -- "$RUNTIME/d3d12.dll" "$RUNTIME/d4r12core.dll" "$APP/" elif [[ -f "$GAME/d3d12core.dll" ]]; then cp -- "$GAME/d3d12.dll" "$GAME/d3d12core.dll" "$APP/" else fail "d4r's d3d12.dll / d3d12core.dll not found next to $RUNTIME" fi winpath() { printf 'Z:%s' "$(printf '%s' "$1" | tr '/' '\\')"; } dump() { # dump NAME PRESET PATTERN [FLAGS]: the uploads of one frame of preset PRESET in WORK/NAME/replay local w="$WORK/$1" mkdir -p "$w/replay" printf ' rendering one frame with model %s through d4r (GE-Proton %s)...\n' "$1" "$(basename "$PROTON")" (cd "$APP" && env STEAM_COMPAT_CLIENT_INSTALL_PATH="$STEAM_ROOT" STEAM_COMPAT_DATA_PATH="$WORK/prefix" \ PROTON_FORCE_NVAPI=1 DXVK_NVAPI_GPU_ARCH=AD100 WINEDLLOVERRIDES='d3d12=n,b;d3d12core=n,b;d4r12core=n,b' \ D4R_ENGINE=0 D4R_DLSS_PRESET="$2" D4R_HARNESS_CREATE_FLAGS="${4:-0x4B}" D4R_SHIM_LOG="$(winpath "$w/shim.log")" \ D4R_CUDA_REPLAY_DUMP_DIR="$w/replay" D4R_CUDA_REPLAY_DUMP_LIMIT=60 \ "$PROTON/proton" run "$APP/d3d12_dlss_harness.exe" "$(winpath "$RUNTIME/nvngx.dll")" "$(winpath "$w/out.raw")" \ 1 640 360 1280 720) > "$w/run.log" 2>&1 || true if ! ls "$w/replay" | grep -q "$3"; then tail -n 15 "$w/run.log" >&2 [[ ! -f "$w/shim.log" ]] || tail -n 15 "$w/shim.log" >&2 fail "model $1: the test frame did not run through DLSS (logs above)" fi } echo 'Building the Super Resolution models (K, M and L) from what NGX uploads...' mkdir -p "$WORK/prefix" dump k 11 dltss_pwin_dec0_layer run k-extract.log python3 "$KIT/engine/extract_k.py" "$WORK/k/replay" "$WORK/k/model" run k-lut.log python3 "$KIT/engine/prepare_k.py" "$WORK/k" "$WORK/k/case" --lut-only for v in k k-ldr; do run "$v.log" python3 "$KIT/engine/compile_k.py" "$WORK/k/model" "$WORK/k/case/lut.bin" "$WORK/$v-out" \ $([[ $v == k-ldr ]] && echo --ldr) place "$v" "$WORK/$v-out" $(ls "$WORK/$v-out") done rm -rf -- "$WORK/k" for c in "m 13 rrlite_enc0_4x4_mvlo_hdr_folded" "l 12 rrlite_enc0_4x4_mvlo_hdr$"; do set -- $c dump "$1" "$2" "$3" for v in "$1" "$1-ldr"; do run "$v.log" python3 "$KIT/engine/compile_m.py" "$WORK/$1" "$WORK/$v-out" $([[ $v == *-ldr ]] && echo --ldr) place "$v" "$WORK/$v-out" $(ls "$WORK/$v-out") done rm -rf -- "${WORK:?}/$1" done # presets E and F (DLSS 3's CNN): one frame each, LDR with render-size motion (the model serves every flag set) echo 'Building the Super Resolution CNN models (E and F)...' PTX="$WORK/ptx" run ptx.log python3 "$KIT/kernels/tools/extract_dlss_ptx.py" "$DLL" "$PTX" for c in "e 5 E" "f 6 F"; do set -- $c dump "$1" "$2" cuda_engine_input_kernel_rel 0xa run "$1.log" python3 "$KIT/engine/compile_sr_e.py" "$WORK/$1/replay" "$DLL" "$WORK/$1-out" --preset "$3" --ptx-dir "$PTX" place "$1" "$WORK/$1-out" $(ls "$WORK/$1-out") rm -rf -- "${WORK:?}/$1" done fi printf 'Engine models are in %s/engine.\n' "$RUNTIME"